- Добавлена возможность выбора тёмной или светлой темы для экспортируемого изображения. - Легенда перенесена вниз и отрисовывается слева направо в виде колонок одинаковой ширины. - Реализованы пунктирные линии связи между соседними блоками одной ленты. - На соединительных линиях рисуются стрелки направления соединения светодиодов. - Добавлен механизм сдвига номеров светодиодов для предотвращения наложений друг на друга и их ухода за пределы холста.
488 lines
18 KiB
Python
488 lines
18 KiB
Python
"""Standalone high-quality mapping image renderer.
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Draws the LED mapping directly from MappingDocument data, completely
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independent of the Qt scene/canvas so no UI labels or zoom state leak in.
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Layout
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------
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* Top part : LED mapping (square canvas)
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* Bottom part: colour legend arranged left-to-right for lines,
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with blocks listed top-to-bottom inside each column.
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Connections
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-----------
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* Inner connections (within a block): solid line, full opacity.
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* Bridge connections (between consecutive blocks of the same line): dashed
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line, slightly thinner, same colour.
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* Overlapping segments are deflected with a quadratic Bezier (same
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algorithm as the Qt canvas).
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* Mid-segment arrow heads indicate direction.
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Badges
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------
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* Start badge (green, above dot) : first LED of a block.
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* End badge (red, below dot) : last LED of a block.
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* Single badge (blue, above dot) : block with exactly one LED.
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* An anti-overlap pass shifts badges that would otherwise overlap.
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"""
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from __future__ import annotations
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import math
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from pathlib import Path
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from typing import TYPE_CHECKING
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from PySide6.QtCore import QPointF, QRectF, Qt
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from PySide6.QtGui import (
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QBrush,
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QColor,
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QFont,
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QFontMetricsF,
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QImage,
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QPainter,
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QPainterPath,
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QPen,
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)
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if TYPE_CHECKING:
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try:
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from models import MappingDocument
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except ImportError:
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from .models import MappingDocument # type: ignore[no-redef]
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# ---------------------------------------------------------------------------
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# Layout constants
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# ---------------------------------------------------------------------------
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MAPPING_MAX = 2200 # longest side of mapping area (pixels)
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LEGEND_HEIGHT = 480 # legend strip at the bottom
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PADDING_FRAC = 0.04 # % padding inside mapping area
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# Legend layout
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LEGEND_H_PAD = 60 # horizontal padding of legend area
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LEGEND_V_PAD = 28 # vertical padding of legend area
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LEGEND_COL_GAP = 24 # gap between line columns
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LEGEND_SWATCH_W = 22
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LEGEND_SWATCH_H = 22
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LEGEND_LINE_ROW = 38 # height of each line header row
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LEGEND_BLOCK_ROW = 26 # height of each block row
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# Colours
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DARK_BG = "#0f172a"
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DARK_LEGEND_BG = "#111827"
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DIVIDER = "#1e3a5f"
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DARK_TITLE = "#f8fafc"
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DARK_LINE_TEXT = "#f1f5f9"
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DARK_BLOCK_TEXT = "#94a3b8"
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UNASSIGNED = "#3b4f6b"
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BADGE_START = "#10b981"
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BADGE_END = "#ef4444"
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BADGE_SINGLE = "#3b82f6"
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# ---------------------------------------------------------------------------
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# Internal helpers
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# ---------------------------------------------------------------------------
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def _overlap_control_point(
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start: QPointF,
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end: QPointF,
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segments: list[tuple[QPointF, QPointF]],
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) -> QPointF | None:
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"""Return a quadratic Bezier control point if *start-end* overlaps an
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existing segment, otherwise None (straight line)."""
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dx = end.x() - start.x()
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dy = end.y() - start.y()
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length = math.hypot(dx, dy)
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if length < 0.001:
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return None
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unit_ax = dx / length
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unit_ay = dy / length
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previous_count = 0
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for prev_s, prev_e in segments:
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# Parallel check
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pdx = prev_e.x() - prev_s.x()
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pdy = prev_e.y() - prev_s.y()
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plen = math.hypot(pdx, pdy)
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if plen < 0.001:
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continue
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unit_bx = pdx / plen
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unit_by = pdy / plen
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if abs(unit_ax * unit_bx + unit_ay * unit_by) < 0.985:
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continue
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# Perpendicular distance
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d0 = abs((prev_s.x() - start.x()) * unit_ay - (prev_s.y() - start.y()) * unit_ax)
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d1 = abs((prev_e.x() - start.x()) * unit_ay - (prev_e.y() - start.y()) * unit_ax)
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if max(d0, d1) > 5.0:
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continue
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# Overlap projection
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b0 = (prev_s.x() - start.x()) * unit_ax + (prev_s.y() - start.y()) * unit_ay
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b1 = (prev_e.x() - start.x()) * unit_ax + (prev_e.y() - start.y()) * unit_ay
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ov_s = max(0.0, min(b0, b1))
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ov_e = min(length, max(b0, b1))
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if (ov_e - ov_s) >= min(10.0, min(length, plen) * 0.35):
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previous_count += 1
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segments.append((QPointF(start), QPointF(end)))
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if previous_count == 0:
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return None
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bend = min(16.0, max(7.0, length * 0.24))
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side = 1.0 if previous_count % 2 == 1 else -1.0
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layer = 1.0 + (previous_count - 1) // 2
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offset = side * bend * layer
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perp_x = -dy / length
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perp_y = dx / length
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mid_x = (start.x() + end.x()) / 2
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mid_y = (start.y() + end.y()) / 2
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return QPointF(mid_x + perp_x * offset, mid_y + perp_y * offset)
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def _append_connection(
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path: QPainterPath,
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start: QPointF,
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end: QPointF,
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segments: list[tuple[QPointF, QPointF]],
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) -> QPointF | None:
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path.moveTo(start)
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control = _overlap_control_point(start, end, segments)
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if control is None:
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path.lineTo(end)
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else:
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path.quadTo(control, end)
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return control
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def _append_arrow(path: QPainterPath, start: QPointF, end: QPointF, control: QPointF | None) -> None:
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dx = end.x() - start.x()
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dy = end.y() - start.y()
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length = math.hypot(dx, dy)
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if length < 8.0:
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return
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t = 0.55
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if control is None:
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unit_x = dx / length
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unit_y = dy / length
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mid_x = start.x() + dx * t
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mid_y = start.y() + dy * t
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else:
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inv_t = 1.0 - t
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mid_x = inv_t*inv_t*start.x() + 2*inv_t*t*control.x() + t*t*end.x()
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mid_y = inv_t*inv_t*start.y() + 2*inv_t*t*control.y() + t*t*end.y()
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tan_x = 2*inv_t*(control.x()-start.x()) + 2*t*(end.x()-control.x())
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tan_y = 2*inv_t*(control.y()-start.y()) + 2*t*(end.y()-control.y())
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tl = math.hypot(tan_x, tan_y)
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if tl < 0.001:
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return
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unit_x = tan_x / tl
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unit_y = tan_y / tl
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alen = min(7.0, length * 0.28)
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awid = alen * 0.55
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base_x = mid_x - unit_x * alen
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base_y = mid_y - unit_y * alen
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perp_x = -unit_y
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perp_y = unit_x
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path.moveTo(QPointF(base_x + perp_x*awid, base_y + perp_y*awid))
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path.lineTo(QPointF(mid_x, mid_y))
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path.lineTo(QPointF(base_x - perp_x*awid, base_y - perp_y*awid))
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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def render_mapping_image(doc: "MappingDocument", file_path: str | Path, theme: str = "dark") -> bool:
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"""Render *doc* to *file_path* (PNG or JPEG). Returns True on success."""
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if not doc.points:
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return False
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is_dark = theme == "dark"
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bg_color = QColor(DARK_BG if is_dark else "#ffffff")
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legend_bg_color = QColor(DARK_LEGEND_BG if is_dark else "#f8fafc")
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divider_color = QColor(DIVIDER if is_dark else "#e2e8f0")
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line_text_color = QColor(DARK_LINE_TEXT if is_dark else "#0f172a")
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block_text_color = QColor(DARK_BLOCK_TEXT if is_dark else "#475569")
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unassigned_color = QColor(UNASSIGNED if is_dark else "#cbd5e1")
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# ── 1. World bounds ─────────────────────────────────────────────────────
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xs = [p.x for p in doc.points]
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ys = [p.y for p in doc.points]
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min_x, max_x = min(xs), max(xs)
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min_y, max_y = min(ys), max(ys)
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world_w = max(max_x - min_x, 1.0)
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world_h = max(max_y - min_y, 1.0)
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pad_x = world_w * PADDING_FRAC
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pad_y = world_h * PADDING_FRAC
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draw_x0 = min_x - pad_x
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draw_y0 = min_y - pad_y
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draw_w = world_w + 2 * pad_x
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draw_h = world_h + 2 * pad_y
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# Compute actual pixel map dimensions (preserve aspect ratio)
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aspect = draw_w / draw_h
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if aspect >= 1.0:
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map_px_w = MAPPING_MAX
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map_px_h = max(200, round(MAPPING_MAX / aspect))
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else:
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map_px_h = MAPPING_MAX
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map_px_w = max(200, round(MAPPING_MAX * aspect))
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scale = map_px_w / draw_w # == map_px_h / draw_h
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def to_px(x: float, y: float) -> QPointF:
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px = (x - draw_x0) * scale
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py = ((max_y + pad_y) - y) * scale # flip y
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return QPointF(px, py)
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dot_r = max(5.0, min(14.0, scale * 1.6))
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# ── 2. Lookups ───────────────────────────────────────────────────────────
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point_by_uid: dict[int, object] = {p.uid: p for p in doc.points}
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point_line: dict[int, object] = {}
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badge_info: dict[int, tuple[str, str]] = {} # uid → (text, badge_type)
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for line in doc.lines:
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cur = 0
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for block in line.blocks:
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n = len(block.point_ids)
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if n == 0:
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continue
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s_uid = block.point_ids[0]
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e_uid = block.point_ids[-1]
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for uid in block.point_ids:
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point_line[uid] = line
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if n == 1:
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badge_info[s_uid] = (f"#{cur}", "single")
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else:
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badge_info[s_uid] = (f"#{cur}", "start")
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badge_info[e_uid] = (f"#{cur + n - 1}", "end")
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cur += n
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# 3. Pre-compute legend height so image is created at the right size
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_lf_pre = LEGEND_LINE_ROW
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_bf_pre = LEGEND_BLOCK_ROW
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max_col_h_pre = max(
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(LEGEND_LINE_ROW + len(ln.blocks) * LEGEND_BLOCK_ROW for ln in doc.lines),
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default=0,
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)
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legend_height_pre = LEGEND_V_PAD * 2 + max(max_col_h_pre, 60)
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img_w = map_px_w
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img_h = map_px_h + legend_height_pre
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image = QImage(img_w, img_h, QImage.Format.Format_ARGB32)
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image.fill(bg_color)
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painter = QPainter(image)
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painter.setRenderHint(QPainter.RenderHint.Antialiasing)
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painter.setRenderHint(QPainter.RenderHint.TextAntialiasing)
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# ── 4. Connections ───────────────────────────────────────────────────────
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segments: list[tuple[QPointF, QPointF]] = []
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line_w_inner = max(1.2, dot_r * 0.30)
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line_w_bridge = max(1.0, dot_r * 0.20)
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line_w_arrow = max(1.0, dot_r * 0.22)
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for line in doc.lines:
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lc = QColor(line.color)
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# Inner paths
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inner_path = QPainterPath()
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arrow_path = QPainterPath()
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for block in line.blocks:
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pts = [point_by_uid.get(uid) for uid in block.point_ids]
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pts = [p for p in pts if p is not None]
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for a, b in zip(pts, pts[1:]):
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s = to_px(a.x, a.y) # type: ignore[union-attr]
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e = to_px(b.x, b.y) # type: ignore[union-attr]
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ctrl = _append_connection(inner_path, s, e, segments)
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_append_arrow(arrow_path, s, e, ctrl)
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c_inner = QColor(lc)
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c_inner.setAlphaF(0.85)
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pen = QPen(c_inner, line_w_inner)
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pen.setCapStyle(Qt.PenCapStyle.RoundCap)
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painter.setPen(pen)
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painter.setBrush(Qt.BrushStyle.NoBrush)
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painter.drawPath(inner_path)
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c_arrow = QColor(lc)
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c_arrow.setAlphaF(0.95)
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pen_a = QPen(c_arrow, line_w_arrow)
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pen_a.setCapStyle(Qt.PenCapStyle.RoundCap)
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pen_a.setJoinStyle(Qt.PenJoinStyle.RoundJoin)
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painter.setPen(pen_a)
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painter.drawPath(arrow_path)
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# Bridge paths (between blocks)
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bridge_path = QPainterPath()
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b_arrow_path = QPainterPath()
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prev_end_pt = None
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for block in line.blocks:
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if not block.point_ids:
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continue
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first_pt = point_by_uid.get(block.point_ids[0])
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last_pt = point_by_uid.get(block.point_ids[-1])
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if first_pt is not None and prev_end_pt is not None:
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s = to_px(prev_end_pt.x, prev_end_pt.y) # type: ignore[union-attr]
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e = to_px(first_pt.x, first_pt.y) # type: ignore[union-attr]
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ctrl = _append_connection(bridge_path, s, e, segments)
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_append_arrow(b_arrow_path, s, e, ctrl)
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if last_pt is not None:
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prev_end_pt = last_pt
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c_bridge = QColor(lc)
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c_bridge.setAlphaF(0.5)
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pen_b = QPen(c_bridge, line_w_bridge)
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pen_b.setCapStyle(Qt.PenCapStyle.RoundCap)
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pen_b.setStyle(Qt.PenStyle.DashLine)
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painter.setPen(pen_b)
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painter.drawPath(bridge_path)
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c_ba = QColor(lc)
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c_ba.setAlphaF(0.75)
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pen_ba = QPen(c_ba, line_w_arrow)
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pen_ba.setCapStyle(Qt.PenCapStyle.RoundCap)
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pen_ba.setStyle(Qt.PenStyle.SolidLine)
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painter.setPen(pen_ba)
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painter.drawPath(b_arrow_path)
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# ── 5. LED dots ──────────────────────────────────────────────────────────
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for point in doc.points:
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px = to_px(point.x, point.y)
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line = point_line.get(point.uid)
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color = QColor(line.color if line else unassigned_color)
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painter.setPen(QPen(color.darker(160), max(1.0, dot_r * 0.10)))
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painter.setBrush(QBrush(color))
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painter.drawEllipse(px, dot_r, dot_r)
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# ── 6. Badges (anti-overlap) ─────────────────────────────────────────────
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badge_font = QFont("Segoe UI", max(7, int(dot_r * 0.82)))
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badge_font.setBold(True)
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painter.setFont(badge_font)
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fm = QFontMetricsF(badge_font)
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# First pass: compute proposed rect for each badge
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# badge list: (uid, text, badge_type) sorted so start badges come first
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badge_rects: list[tuple[str, str, QRectF, QColor]] = [] # (text, badge_type, rect, bg)
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def proposed_rect(uid: int, text: str, btype: str) -> tuple[QRectF, QColor]:
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p = point_by_uid.get(uid)
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if p is None:
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return QRectF(), QColor()
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px = to_px(p.x, p.y) # type: ignore[union-attr]
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tw = fm.horizontalAdvance(text)
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th = fm.height()
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bx = px.x() - tw / 2 - 5
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bw = tw + 10
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bh = th + 4
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if btype in ("start", "single"):
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by = px.y() - dot_r - bh - 4
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bg = QColor(BADGE_START if btype == "start" else BADGE_SINGLE)
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else:
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by = px.y() + dot_r + 4
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bg = QColor(BADGE_END)
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return QRectF(bx, by, bw, bh), bg
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# Collect all badges
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raw_badges: list[tuple[int, str, str]] = []
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for uid, (text, btype) in badge_info.items():
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raw_badges.append((uid, text, btype))
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# Build placed rects with nudge to avoid overlap
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placed: list[QRectF] = []
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NUDGE_STEP = fm.height() + 6
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# Maximum y for badge bottom must stay within mapping area
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badge_max_y = map_px_h - 4
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for uid, text, btype in raw_badges:
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rect, bg = proposed_rect(uid, text, btype)
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if rect.isEmpty():
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continue
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# Try shifting vertically until no overlap
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direction = -1 if btype in ("start", "single") else 1
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for _ in range(12):
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overlaps = any(rect.intersects(pr) for pr in placed)
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if not overlaps:
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break
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rect = rect.translated(0, direction * NUDGE_STEP)
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# Clamp: don't let badge go outside mapping area vertically
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if rect.bottom() > badge_max_y:
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rect = rect.translated(0, badge_max_y - rect.bottom())
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if rect.top() < 0:
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rect = rect.translated(0, -rect.top())
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placed.append(rect)
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badge_rects.append((text, btype, rect, bg))
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# Second pass: draw
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for text, btype, rect, bg in badge_rects:
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painter.setPen(Qt.PenStyle.NoPen)
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painter.setBrush(QBrush(bg))
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painter.drawRoundedRect(rect, 3, 3)
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painter.setPen(QColor(Qt.GlobalColor.white))
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painter.drawText(rect, Qt.AlignmentFlag.AlignCenter, text)
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# ── 7. Legend strip ───────────────────────────────────────────────────────
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title_font = QFont("Segoe UI", 16)
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title_font.setBold(True)
|
|
block_font = QFont("Segoe UI", 13)
|
|
|
|
legend_y0 = map_px_h
|
|
legend_h = legend_height_pre
|
|
|
|
painter.setPen(Qt.PenStyle.NoPen)
|
|
painter.setBrush(QBrush(legend_bg_color))
|
|
painter.drawRect(0, legend_y0, img_w, legend_h)
|
|
|
|
# divider
|
|
painter.setPen(QPen(divider_color, 2))
|
|
painter.drawLine(0, legend_y0, img_w, legend_y0)
|
|
|
|
if doc.lines:
|
|
n_lines = len(doc.lines)
|
|
avail_w = img_w - 2 * LEGEND_H_PAD
|
|
col_w = (avail_w - LEGEND_COL_GAP * (n_lines - 1)) / n_lines
|
|
|
|
for i, line in enumerate(doc.lines):
|
|
cx = float(LEGEND_H_PAD) + i * (col_w + LEGEND_COL_GAP)
|
|
cy = float(legend_y0 + LEGEND_V_PAD)
|
|
|
|
# Colour swatch + line name
|
|
painter.setPen(Qt.PenStyle.NoPen)
|
|
painter.setBrush(QBrush(QColor(line.color)))
|
|
painter.drawRoundedRect(
|
|
QRectF(cx, cy + 4, LEGEND_SWATCH_W, LEGEND_SWATCH_H), 3, 3
|
|
)
|
|
painter.setFont(title_font)
|
|
painter.setPen(line_text_color)
|
|
painter.drawText(
|
|
QRectF(cx + LEGEND_SWATCH_W + 10, cy, col_w - LEGEND_SWATCH_W - 10, LEGEND_LINE_ROW),
|
|
Qt.AlignmentFlag.AlignVCenter | Qt.AlignmentFlag.AlignLeft,
|
|
line.name,
|
|
)
|
|
cy += LEGEND_LINE_ROW
|
|
|
|
# Blocks (top-to-bottom within column)
|
|
cur = 0
|
|
painter.setFont(block_font)
|
|
for block in line.blocks:
|
|
n = len(block.point_ids)
|
|
rng = f"{cur}-{cur + n - 1}" if n else "пусто"
|
|
cur += n
|
|
|
|
# Thin colour bar on the left
|
|
painter.setPen(Qt.PenStyle.NoPen)
|
|
painter.setBrush(QBrush(QColor(line.color)))
|
|
painter.drawRect(QRectF(cx + 4, cy + 4, 3, LEGEND_BLOCK_ROW - 8))
|
|
|
|
painter.setPen(block_text_color)
|
|
painter.drawText(
|
|
QRectF(cx + 16, cy, col_w - 16, LEGEND_BLOCK_ROW),
|
|
Qt.AlignmentFlag.AlignVCenter | Qt.AlignmentFlag.AlignLeft,
|
|
f"{block.name}: {rng}",
|
|
)
|
|
cy += LEGEND_BLOCK_ROW
|
|
|
|
painter.end()
|
|
return image.save(str(file_path))
|